Security system

ABSTRACT

Provided is a security system for managing which CD-ROM is used for a game device not having identifying information in advance. When a game device accesses a server via a communication network, a device ID, which is issued from the server, is stored in a nonvolatile memory. This device ID is generated based on the time and date when the game device accesses the server via a communication network (e.g. Dec. 10, 2000 at 21:05:37). The server associates a serial number (SN) of a CD-ROM used in the game device and a device ID of the game device with each other and registers them on a database This makes it possible to manage which CD-ROM is used in each game device.

BACKGROUND OF THE INVENTION

[0001] 1. Field of the Invention

[0002] The present invention relates to technology for security system,more particularly to a communication game system by connecting aplurality of game devices through a network.

[0003] 2. Description of the Related Art

[0004] It has been suggested that a communication game system isrealized by connecting a plurality of game devices to a communicationnetwork such as a telephone line, an ISDN network, etc. In suchcommunication game system, the applicant suggested a security technologyof a recording medium in Japanese Patent Laid-Open Publication No.2000-35885 in order to prevent a third party from misusing a recordingmedium with game software stored therein.

[0005] The Publication describes the technology in which a servermanages identifying information inherent in a recording medium with gamesoftware stored therein and identifying information inherent in a gamedevice to understand which recording medium is used in each game device,whereby, when such game device is connected to a communication network,a limitation is imposed on game processing if such server judges thatthe recording medium attached to the game device was previously used inanother game device, and ordinary game processing is performed if theserver judges that such recording medium is being used only for thepertinent game device.

[0006] However, as identifying information inherent in a game device isnot always pre-recorded in the phase of developing such game device,there is also a game device not having such identifying information.

[0007] Further, in communication games, a game play could be resumedfrom the status immediately before stopping play of the game last timeby backing up data, such as the progression status of the game orvarious items which a player obtained, in a backup memory which isdetachable from a game device body or an operation controller. However,as one's own data (e.g. items, etc.) could be provided to a third partyby copying the contents of the backup memory, such third party couldenjoy playing the game using another person's saved data. Thus, when thecontents of a backup memory can easily be copied, the problem will arisethat a player can not fully enjoy the game.

[0008] Such problem will also arise when a backup memory detachable froma game device body or an operation controller is attached to anotherperson's game device or operation controller to play a game.

[0009] Furthermore, saved data which is backed up in a backup memory canbe transferred from a game device to another game device through acommunication network; however, if the saved data, upon transferring thesaved data from the backup memory to the game device, remained in thebackup memory, there is the possibility of misuse by providing saveddata to another person while retaining the saved data in one's ownbackup memory by forcibly taking the backup memory from the game device.

[0010] Also, in conventional communication games, there was nolimitation of the levels required to participate in a game. Accordingly,for example, when a beginner and a skilled player participate in acommunication game, the beginner will reach the ending of the game bydoing nothing but following the skilled player, which reduces theamusing aspect of the game.

[0011] Similarly, when, in a communication game in which a plurality ofplayers participates, saved data concerning progression status of thegame is backed up, a beginner will start the game in the middle of askilled player's game by participating in the game with the skilledplayer. If the saved data concerning the progression status of the gameis backed up in a beginner's backup memory, the next game will start inthe middle of such game and a part of the game will become unable to beplayed, it, therefore, is not desirable.

[0012] Further, as long as a communication game is connected to atelephone line, the telephone bill is charged as a connection fee, andin addition, a fee for an Internet connection to the provider is alsocharged. Therefore, when it unnecessarily takes a long time at theending part of the game, which does not require the operation by aplayer, the player is forced to be responsible for costly charges.

[0013] Here, an object of the present invention is to provide a computerreadable recording medium in which a security system for preventingmisuse by a third party of a recording medium, a data processing device,a recording medium management method and a program for performing suchmethod are recorded. Another object of the present invention is toprovide a computer readable recording medium in which a data processingdevice for preventing misuse of a backup memory, a data processingmethod, a security system, a method for managing saved data and aprogram for performing such method are recorded. Still another object ofthe present invention is to provide a computer readable recording mediumin which a game server for enhancing an amusing aspect of acommunication game, a game processing method and a program forperforming such method are recorded.

SUMMARY OF THE INVENTION

[0014] To solve the aforementioned problems, in the present invention,identifying information inherent in a data processing device connectedto a communication network is issued, the identifying informationinherent in the data processing device and identifying informationinherent in a recording medium in which data to be processed in the dataprocessing device is recorded are associated with each other and stored,and in reference to such association, which data processing device isused in each recording medium is managed. As identifying information ofa data processing device is issued by a server via a communicationnetwork, even though the data processing device does not have inherentidentifying information in advance, security of the recording medium canbe secured.

[0015] Further, the present invention can provide a computer readablerecording medium in which a program for causing a computer system toperform the aforementioned method is recorded. Examples of computerreadable recording media are: in addition to portable recording mediasuch as optical disks (disks having an inherent physical format such asCD-ROM, DVD-ROM, DVD-RAM, DVD-R, PD Disk, MD Disk, MO Disk, etc.) andflexible disks, internal recording devices in a computer such as RAM orROM, etc., or external recording devices such as a hard disk.

[0016] Furthermore, in the present invention, saved data in a backupmemory is encrypted using identifying information inherent in the dataprocessing device as a key. By this, the saved data in the backup memorycan not be used in another data processing device, and therefore, misuseof the saved data can be prevented.

[0017] In the present invention, also, after saved data to be processedin a data processing device is transferred to a data processing device,the saved data stored in a nonvolatile memory within a backup memory isdeleted, which effectively prevents misuse of transferring saved data ina backup memory to another data processing device while retaining suchdata in the backup memory.

[0018] In the present invention, also, the number of times which a dataprocessing device having a backup memory is connected to a communicationnetwork is registered in a database while such number of times isrecorded in the backup memory or data processing device, and when suchnumber of times, which is obtained from the data processing device uponthe data processing device having a backup memory being connected to thecommunication network, is consistent with the number of times registeredin the database, the processing of data in the backup memory ispermitted. By this, illegitimate copy of the data in the backup memorycan be effectively prevented.

[0019] In the present invention also, a level required to participate ina game is set in advance in accordance with the difficulty of the gameand a player complying with the required level for the difficulty of thegame is allowed to participate in the game. This can solve theaforementioned problem that a beginner proceeds through a communicationgame with help from a skilled player by participating in the game withthe skilled player.

[0020] Further, in the present invention, progression status of acommunication game is not backed up as saved data when such game isplayed via a communication network. Even in the case in which a gamedevice backs up progression status of the game, it may be prohibited tostart a game in the middle of the game in reference to such progressionstatus when the game is played without connecting to a communicationnetwork. This can solve the aforementioned problem.

[0021] Furthermore, in the present invention, the displaying time of anending screen of a communication game, when such game is played via acommunication network, is shortened. This can reduce an increase in afee for a connection to a communication network and a fee for anInternet connection to a game server.

BRIEF DESCRIPTION OF THE DRAWINGS

[0022]FIG. 1 is an illustration of a security system of a recordingmedium.

[0023]FIG. 2 is an illustration of a game device and a controller.

[0024]FIG. 3 is an illustration of an exterior view of a game device anda controller.

[0025]FIG. 4 is an illustration showing a structure of a connectionbetween game devices and a communication network.

[0026]FIG. 5 is an illustration showing a transfer of saved data.

[0027]FIG. 6 is an illustration of a security system for a backupmemory.

[0028]FIG. 7 is an illustration of prevention of an illegitimate copy ofa backup memory.

[0029]FIG. 8 is an illustration of a communication game.

[0030]FIG. 9 is an illustration of levels required to participate in acommunication game.

[0031]FIG. 10 is an illustration of a plot of a game development.

[0032]FIG. 11 is a flowchart relating to backing-up of flag data showingprogression status of a game.

[0033]FIG. 12A,12B,12C,12D and 12E is an illustration of ending screensof a game.

DESCRIPTION OF THE PREFERRED EMBODIMENT

[0034] Embodiment 1

[0035]FIG. 1 is an illustration of a server, which prevents misuse by athird party of a recording medium, and a game device. In the Figure,numeral 10 is a portable recording medium such as a CD-ROM with gamesoftware stored therein, and numeral 11 is a home game device. The gamedevice 11 comprises desired communication functions so as to read a gameprogram recorded in the recording medium 10 and play a communicationgame together with another game device through a communication networksuch as a public circuit (e.g. telephone line, ISDN network, etc.) or anexclusive circuit. A server 13 manages the communication gameprocessing, etc. of each game device connected to the communicationnetwork.

[0036] In the recording medium 10, identifying information inherent ineach recording medium, which is called a “serial number (SN)” isprovided. In the example of FIG. 1, the SN of the recording medium isA0101. The SN may be the one recorded in the recording medium 10 as dataor the one indicated in its package or manual. When the game device 11accesses the server 13 through a communication network (FIG. 1 (1)), theserver 13 requires the game device 11 to transfer the device ID of thegame device 11 and the SN of the recording medium 10. The device ID isidentifying information allocated to each game device so it does notoverlap with others and is issued from the server 13.

[0037] When the game device 11 first accesses the server 13, the server13 issues a device ID to the game device 11 as it did not yet issue thedevice ID to the game device 11 (FIG. 2 (2)). As a device ID, the timeof the game server 11 accessing the server can be used. The timeincludes the year, month, day, hour, minute and second. When the timeand the date of access is Dec. 10, 2000 and 21:05:37, for example, thedevice ID is 2000.12.10.21.05.37. The game device 11 stores the deviceID issued from the server 13 on a nonvolatile memory 12 such as a flashmemory. Further, the data encrypted by time and date may be stored inthe nonvolatile memory 12 as a device ID.

[0038] In a database 14, the SN of a recording medium used in the gamedevice using the device ID as a key is associated and managed in eachrecord. The server 13 generates a record in which the device ID issuedto the game device 11 (2000.12.10.21.05.37) and the SN (A0101) areassociated with each other (FIG. 1 (3)).

[0039] By the aforementioned structure, the server 13 associates thedevice ID of the game device 11 and the SN of the recording medium 10with each other and manages them. Therefore, if a third party attemptsto insert a recording medium used in another game device into its owngame device and use it, the SN of the recording medium and the device IDof the game device are not consistent with each other, and therefore,the server 13 can impose a limitation on the use by such third party ofthe recording medium.

[0040] Further, considering that there is almost no possibility that noless than two players simultaneously access the server, including thesame second, upon using as a device ID the time and date (at the samesecond) for accessing the server 13, a device ID inherent in each gamedevice can be practically allocated to each game device. Of course notonly can the time and date of the game device accessing the server beused as a device ID, but also an ID provided in advance to avoid anoverlap can be used as a device ID.

[0041] Furthermore, in the above explanation, although a CD-ROM isreferred to as an example of a recording medium, it does not limit it,as optical disks (e.g. DVD-ROM, DVD-RAM, DVD-R, PD Disk, MD Disk, MOdisk, etc.), a flexible disk (FD), a detachable cartridge in which agame program is stored, a memory card, etc. can also be used.

[0042] Embodiment 2

[0043]FIG. 3 is an illustration of a game device and an operationcontroller. In an operation controller 20, a backup memory 22 for savingsaved data is detachable and an operating unit 21, on which an analogkey or switches are arranged, is provided. The backup memory 22 includesa nonvolatile memory. The operation controller 20 is connected to a gamedevice 23 via a connection cord 28 and a connector 29. Further, thebackup memory 22 may be attached to the game device so as to be directlyand freely detachable therefrom.

[0044]FIG. 2 is a functional block diagram of a game device and anoperation controller. A game device 23 comprises a game processing unit24, an encrypting unit 25, a CD-ROM drive 26 and a device ID memory 27.These modules are realized by hardware, such as a CPU, a ROM, a RAM,etc. In the game processing unit 24, a game program to be supplied froma CD-ROM via the CD-ROM drive 26 is read and a game program is executedbased on a control signal of the analog key or switches which isoutputted from the operating unit 21, and saved data to be backed up inthe backup memory 22 is generated.

[0045] When a player directs the game device 23 to back up saved data inthe backup memory 22, or directs the game device 23 for a game programto back up saved data in the course of program processing, theencrypting unit 25 encrypts the saved data using, as a key, informationinherent in the game device 23 stored in the device ID memory 27 (e.g.production number), and backs up such data in the backup memory 22. Forencryption, a known encryption technology can be used. Meanwhile, whenthe game device 23 reads the saved data backed up in the backup memory22, the saved data is decrypted in the encrypting unit 25 using thedevice ID as a key, and is outputted into the game processing unit 24.

[0046] By the above structure, the data saved in the backup memory 22 isencrypted using the information inherent in the game device 23 as a key,and therefore, such data can not be used in another game device.Accordingly, misuse of a backup memory, such as playing a game in one'sown game device using another's backup memory, can be effectivelyprevented.

[0047] Embodiment 3

[0048]FIG. 4 is an illustration of the case in which a plurality of gamedevices is connected to a communication network to play a game. In theFigure, numerals 32 and 34 are home game devices, and numeral 35 is aserver for controlling a communication game. Numeral 36 is acommunication network such as a public circuit. An operation controller31, which comprises a backup memory 310 for backing up saved data, isconnected to the game device 32. Likewise, an operation controller 33,which comprises a backup memory 330, is also connected to a game device34. For a communication protocol in the communication network 36,TCP/IP, which is suitable for an open network, is used.

[0049] The game device 32 timely writes in a ROM 320 an item obtained bya player, the score, progression status of a game, etc. along with theprogression of the game. The data written in the RAM 320 can betransferred to the backup memory 310 as saved data. Further, the items,etc. obtained by the player can be transferred to a RAM 340 of the gamedevice 34 via the communication network 36.

[0050]FIG. 5 is an illustration showing status of a backup memory when acommunication game is played using saved data backed up in the backupmemory. In the backup memory 310, saved data such as items is backed up.When the game device 23 is connected to a network, the saved data in thebackup memory 310 is transferred (moved) to the RAM 320 of the gamedevice 23, and the saved data in the backup memory 310 is deleted. Thus,while the game device 23 is connected to the communication network 36,the saved data in the backup memory 310 is vacant. At the time of endingthe game, when the saved data in the RAM 320 is backed up in the backupmemory 310, the saved data is transferred from the RAM 320 to the backupmemory 310.

[0051] Conventionally, when the saved data in the backup memory 310 istransferred to the RAM 320, the saved data is copied to be transferred;therefore, the saved data is also backed up in the backup memory 310even after the saved data is transferred to the RAM 320. As a result,even in the case that a player provides another player with a part of orthe whole parameters in the saved data, by forcibly taking the backupmemory 310 from the operation controller 31 thereafter, the saved dataprovided to such other player can be backed up in the player's ownbackup memory 310.

[0052] According to this embodiment, however, the saved data in thebackup memory 310 is not copied to the RAM 320, but transferred to theRAM 320, which can effectively prevent misuse of the backup memory asdescribed above.

[0053] Embodiment 4

[0054]FIG. 6 is an illustration of a server, which controls acommunication game and a game device. In the Figure, numeral 41 is ahome game device, by which a game can be played by accessing a server44. The game device 41 develops a game based on an operation signalsupplied from an operation controller 42. The controller 42 comprises abackup memory 43 for backing up saved data. The backup memory 43comprises a nonvolatile memory.

[0055] The server 44 comprises a database 45 and records by record thenumber of access times and the time and date of access (hereinafterreferred to as the “Access Information”) using its device ID as a key.The device ID is information inherent in the game device 41, e.g. theproduction number, the time (including the second) and date when thegame device 41 is first connected to a network, etc. In the example ofFIG. 6, the device ID of the game device 41 is B1011, the number ofaccess times is 72, the time and date of access is Oct. 2, 2000,19:14:32, Oct. 4, 2000, 21:25:11, Oct. 9, 2000, 11:07:52. While theAccess Information of the game device 41 is registered in the database45, the same content of such information is also written in the backupmemory 43.

[0056] In FIG. 6, when the game device 41 accesses the server 44 via acommunication network (FIG. 6 (1)), the server 44 obtains from the gamedevice 41 the device ID and the Access Information in the backup memory43. Then, in reference to the database 45 (FIG. 6(2)), the consistencyof the device ID and the Access Information is checked. Considering thatthere is almost no possibility that a plurality of game devices accessthe server at the same time and date including the same second, theAccess Information can be considered inherent in the backup memory 43.Therefore, the Access Information of the game device functions asidentifying information for distinguishing the backup memory 43 fromanother backup memory.

[0057] When the device ID and the Access Information are consistent witheach other, the server 44 increments the number of access times by oneand updates the records by adding and recording such time and date ofaccess. Simultaneously, the information of the backup memory 43 is alsoupdated (FIG. 6(3)). Meanwhile, when the device ID and the AccessInformation are not consistent with each other, there is a doubt raisedof misuse of the backup memory 43, and therefore, the use of the backupmemory is restricted.

[0058] The inconsistency of the device ID and the Access Informationrefers to {circle over (1)} the case of attempting to back up saved datain another person's backup memory and to use such data, and {circle over(2)} the case of there being a doubt raised of illegitimately copyingthe saved data. In the case of {circle over (1)}, the device ID and thenumber of access times, and the time and date of access are completelyinconsistent with each other. Therefore, it is obviously an attempt touse another's saved data not used in the game device 41. In the case of{circle over (2)}, the saved data is the one used in the game device 41,the access time and date is partly consistent, but there is a doubtraised of illegitimate copying because of the inconsistency of thenumber of access times.

[0059] The case of {circle over (2)} is explained in detail in referenceto FIG. 7. As shown in the Figure, the saved data backed up in thebackup memory 43 is illegitimately copied in a backup memory 46 (FIG. 7(1)). If the number of access times recorded in the backup memory 43 is72, the number of access times recorded in the backup memory 46 alsobecomes 72. Here, when a player uses the backup memory 43, such numberof access times recorded in the backup memory 43 is updated to be 73(FIG. 7(2)). Further, the record in the database 45 is also updated tobe 73 (FIG. 7 (3)). Here, when the player takes the backup memory 43from the controller 42 and newly attaches the backup memory 46 andaccesses the server 44, it becomes clear that there is a doubt raised ofillegitimate copying as the number of access times in the backup memory46 and that recorded in the database 45 are different (FIG. 7 (4)).Further, the same is the case of using the same backup memory, such asthe case of copying in advance saved data in another recording medium,then playing a game, and updating saved data and setting such saved databack again to the one before such update and then playing a game.

[0060] As described above, according to this embodiment, the server 44manages the device ID and the Access Information of the game device 41,and therefore, misuse of the backup memory 43 and an illegitimate copycan be effectively prevented by cross-checking the device ID and theAccess Information.

[0061] Embodiment 5

[0062]FIG. 8 is an illustration of the case of playing a communicationgame by connecting a plurality of game devices to a communicationnetwork. In the Figure, numerals 51 to 53 are game devices connected toa communication network 54 and numeral 55 is a server for controlling acommunication game. In this embodiment, as shown in FIG. 9, a levelrequired to participate in a communication game is set in accordancewith the level of the game. For instance, at the basic level, everyonecan participate in the game; however, at the advanced level, a level ofno less than 20 is required to participate in the game, and at theexpert level, a level of no less than 40 is required to participate inthe game. The “level” referred to here means a parameter to be given toa player's character as the game proceeds, which is mainly given inaccordance with the kind and number of enemy characters which theplayer's character defeated during the game.

[0063]FIG. 8 shows the level of each player in the case of playing acommunication game of high level. The level of a player for a gamedevice 51 is 25, that for a game device 52 is 30 and that for a gamedevice 53 is 45; therefore, the communication game of high level can beplayed by these three players.

[0064] Conventionally, when such communication game is played by aplurality of players, a player can participate in the game regardless ofhis/her level. Therefore, for instance, a skilled player who is familiarwith communication games and a beginner who has just started to playcommunication games can play a game together, and the beginner would beable to reach the ending of the game by following the skilled player. Ifvoluntary participation in a communication game regardless of the levelsis allowed, the amusing aspect of the game may be reduced. According tothis embodiment, however, the level of a player who is allowed toparticipate in a communication game is set in accordance with the levelof the game, which can solve the aforementioned problem.

[0065]FIG. 10 is an illustration showing a plot of a game development.As shown in the Figure, the game consists of stages 1 to 3. The stagesconsist of the scenes such as a forest area, an underground cave, a digand an ancient space ship. In each such stage, a scene 1 and a scene 2are set in line with the proceeding of the game, which providesvariation to the development of the scenes. Each stage has a final sceneand a player can proceed to the next stage by defeating an enemycharacter appearing in the scene.

[0066] When a player plays a game off line without connecting to acommunication network, generally, progression status of the game isbacked up as flag data in preparation for the next game play. However,upon playing a game on line via a communication network, a plurality ofplayers' characters develop the game, and therefore, for instance, eventhough a beginner does nothing, such beginner can proceed through thegame only by following a high-level player.

[0067] As a result, in this embodiment, as shown in FIG. 11, uponplaying a game on line (Step S1; YES), flag data showing progressionstatus of the game is not backed up (Step S2), and upon not playing agame on line (Step S1; NO), flag data showing progression status of thegame is backed up (Step S3). By such structure, the aforementionedproblem can be solved. Further, even if the case in which the gamedevice stores flag data showing progression status of the game, it maybe prohibited for a player to play a game in the middle thereof inreference to the flag data when the game is played without connecting toa communication network.

[0068] Further, as means for controlling the back-up of flag datashowing progression status of a communication game, back-up controllingmeans may be provided for the game device, and the back-up of flag datashowing the progression status of the game may be controlled by the gameserver.

[0069] Embodiment 7

[0070]FIG. 12 shows changes of ending screens of a game. In the Figure,FIGS. 12A to 12C are diagrams of changes of ending screens when a playerplays a game off without connecting to a communication network, and thenends the game. When a player character 61 defeats an enemy character 62and ends the game (FIG. 12A), the credits are run for several minutes(FIG. 12B), and the “END” screen is displayed (FIG. 12C).

[0071] Meanwhile, FIGS. 12C and 12D are diagrams of changes of endingscreens when a plurality of players play a game on line via acommunication network and then end the game. When players' characters 71to 74 defeat an enemy character 72 and end the game (FIG. 12C), the“END” screen is promptly displayed (FIG. 12D), and then returned to theinitial screen (FIG. 12C).

[0072] Thus, when a player plays a communication game on line, as longas the game is connected, a fee for an Internet connection to a serveris charged in addition to a fee for a connection to a telephone line.Therefore, by shortening the time of the ending screens of the game, theplayer's costs can be reduced.

[0073] Furthermore, in the case of a communication game, as means forcontrolling the shortening of the displaying time of the ending screensof the game, such controlling means may be provided for the game device,the displaying time of the ending screens may be shortened by a gameserver.

[0074] According to the present invention, identifying information isissued from a server to a data processing device via a communicationnetwork. Therefore, even if no identifying information is provided to adata processing device in advance, it is possible to manage whichrecording medium is used in which data processing device.

[0075] According to the present invention, saved data in a backup memorycan be encrypted and decrypted using, as a key, identifying informationinherent in a data processing device, which is effective for protectingthe security of the saved data.

[0076] According to the present invention, saved data backed up in anonvolatile memory of a backup memory is deleted after the saved data tobe processed to a data processing is transferred to the data processingdevice, which can effectively prevent misuse of saved data.

[0077] According to the present invention, a server manages the numberof times that a data processing device having a backup memory isconnected to a communication network, which can effectively preventmisuse of the saved data in the backup memory.

[0078] According to the present invention, a level required toparticipate in a communication game is set in advance in accordance withthe difficulty of the game, a player complying with the level requiredin accordance with the difficulty of the game is allowed to participatein the communication game, which enables the communication game to bemore amusing.

[0079] According to the present invention, progression status of a gameis not backed up as saved data when the game is played via acommunication network, which enables the communication game to be moreamusing.

[0080] According to the present invention, the displaying time of endingscreens of a communication game is shortened when the game is played viaa communication network, which can reduce the burden of a connection feeto a communication network.

[0081] The invention may be embodied in other specific forms withoutdeparting from the spirit or essential characteristics thereof. Thepresent embodiment is therefore to be considered in all respect asillustrative and not restrictive, the scope of the invention beingindicated by the appended claims rather than by the forgoing descriptionand all changes which come within the meaning and range of equivalencyof the claims are therefore intended to be embraced therein.

What is claimed is:
 1. A security system comprising: means for issuing identifying information inherent in a data processing device connected to a communication network; means for associating said identifying information inherent in said data processing device and identifying information inherent in a recording medium in which data to be processed in said data processing device is recorded with each other and storing them; and means for, in reference to said association, managing which recording medium is used in each said data processing device.
 2. A security system according to claim 1, wherein the time of said data processing device being connected to a communication network or information using said time is used as said identifying information inherent in said data processing device.
 3. A method for managing a recording medium comprising the steps of: issuing identifying information inherent in a data processing device connected to a communication network; associating said identifying information inherent in said data processing device and identifying information inherent in a recording medium in which data to be processed in said data processing device is recorded with each other and storing them; and, in reference to said association, managing which recording medium is used in each said data processing device.
 4. A method according to claim 3, wherein the time of said data processing device being connected to a communication network or information using said time is used as said identifying information inherent in said data processing device.
 5. A computer readable recording medium with a program stored therein for causing a computer system to perform a method according to claim 3 or
 4. 6. A data processing device comprising: storing means for storing first identifying information inherent in a data processing device which is issued from a server via a communication network; and sending means for sending said first identifying information and second identifying information inherent in a recording medium with a data stored therein associated with said first identifying information to manage a recording medium to server via a communication network.
 7. A computer readable recording medium with a program stored therein for causing a computer system to perform a method according to claim
 6. 8. A data processing device for processing saved data in a backup memory, comprising : means for storing identifying information inherent in said data processing device; means for encrypting said saved data using said identifying information inherent in said data processing device as a key.
 9. A data processing device according to claim 8, further comprising means for decrypting said encrypted saved data using said identifying information as a key.
 10. A data processing method for encrypting saved data in a backup memory using identifying information inherent in a data processing device as a key.
 11. A data processing method according to claim 10, which decrypts said encrypted saved data using said identifying information as a key.
 12. A computer readable recording medium with a program stored therein for causing a computer system to perform a method according to claim 10 or
 11. 13. A data processing device comprising: means for reading and storing saved data from a backup memory and means for deleting said saved data backed up in said backup memory after said reading of said saved data.
 14. A method for managing a saved data comprising the steps of: transferring saved data to be processed in a data processing device from back up memory to said data processing device, and deleting said saved data backed up in a nonvolatile memory of a backup memory thereafter.
 15. A security system comprising: means for registering in a database the number of times that a data processing device having a backup memory is connected to a communication network while recording said number of times in said backup memory or said data processing device and means for, upon said data processing device being connected to a communication network, when said number of times obtained from said data processing device is consistent with the number of times registered in said database, permitting the processing of said data in said backup memory.
 16. A security system according to claim 15, wherein the time when said data processing device having said backup memory is connected to a communication network or information using said time is used as identifying information inherent in said backup memory.
 17. A method for managing a saved data comprising the steps of: registering in a database the number of times that a data processing device having a backup memory is connected to a communication network while recording said number of times in said backup memory and said data processing device; and, upon said data processing being connected to a communication network, when said number of times obtained from said data processing device is consistent with the number of times registered in said database, permitting the processing of the data in said backup memory.
 18. A method according to claim 17, wherein the time when said data processing device having said backup memory is connected to a communication network or information using said time is used as identifying information inherent in said backup memory.
 19. A computer readable recording medium with a program stored therein for causing a computer system to perform a method according to claim 17 or
 18. 20. A game server comprising: means for setting in advance a level required to participate in a communication game in accordance with the difficulty of said game; and means for allowing a player complying with the required level according to the difficulty of said game to participate in said communication game.
 21. A game processing method for not saving progression status of a game when a communication game is played via a communication network.
 22. A computer readable recording medium with a program stored therein for causing a computer system to perform a method according to claim
 21. 23. A game processing method for shortening a displaying time of an ending screen of a game when a communication game is played via a communication network.
 24. A computer readable recording medium with a program stored therein for causing a computer system to perform a method according to claim
 23. 